Base Class: Cleric
Chaos is the very primal source of existence itself. Without chaos, there would be no order. The Chaos Domain embodies the very essence of going against the grain of order and mundanity. Clerics of Chaos focus on sprinkling in a bit of trouble and disruption to the humdrum life of 'normal' society.
Domain Spells
1st-level Chaos Domain feature
Chaos Domain Spells
| Cleric Level | Spells |
|---|---|
| 1st | faerie fire, hideous laughter |
| 3rd | blur, warding bond |
| 5th | beacon of hope, slow |
| 7th | confusion, freedom of movement |
| 9th | awaken, modify memory |
Bonus Proficiencies
1st-level Chaos Domain feature
You gain proficiency with heavy armor. You also gain proficiency in the Deception or Persuasion skill (your choice).
Deception
Grants proficiency in the Deception skill
Persuasion
Gain proficiency in the Persuasion skill
Sow Chaos
1st-level Chaos Domain feature
Whenever you cast a spell of 1st-level or higher and target an ally with the spell, all hostile creatures within 5ft of that ally must make a Wisdom Saving Throw equal to your spell save DC. On a failure, each creature loses their reaction until their next turn. On a success, nothing happens.
Channel Divinity: Empowered Chaos
2nd-level Chaos Domain feature
You can use your Channel Divinity to disrupt the imbue chaos in your strikes.
As a bonus action, for the next minute, all your attacks are imbued with a chaotic energy. Each attack you may roll 2d8 and choose one of the d8s. The number rolled on that die determines the damage type, as shown below. Add the other d8 to the damage dealt of the same type.
| d8 |
Damage Type |
|---|---|
| 1 | Acid |
| 2 | Cold |
| 3 | Fire |
| 4 | Force |
| 5 | Lightning |
| 6 | Poison |
| 7 | Psychic |
| 8 | Thunder |
Discordant Disruption
6th-level Chaos Domain feature
You can channel the flow of chaos around you to disrupt enemies around you.
Each creature of your choice within a 10ft radius sphere centered on self must make a Wisdom saving throw equal to your spell save DC. On a failure, each creature takes 2d8 force damage and must use their reaction to move in a random direction so long as it is not into direct harm or an occupied space. On a success, each creature takes half damage and suffers no other effects.
Weapon of Bedlam
8th-level Chaos Domain feature
You gain the ability to empower yourself or an ally of your choice with the energy of chaos itself. Weapon attacks using this feature deal an extra d8 of force damage and apply the following effect. Creatures dealt damage by the effect of Weapon of Bedlam must make a Wisdom saving throw equal to your spell save DC. On a failure, they are stunned until the end of their next turn.
Perfect Pandemonium
17th-level Chaos Domain feature
All hostile creatures within 30ft of you have disadvantage on saving throws against spells and effects from your Cleric spells and features.
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